/*************************************************************************/ /* particles_material.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/templates/rid.h" #include "scene/resources/material.h" #ifndef PARTICLES_MATERIAL_H #define PARTICLES_MATERIAL_H /* TODO: -Path following -Emitter positions deformable by bones -Proper trails */ class ParticlesMaterial : public Material { GDCLASS(ParticlesMaterial, Material); public: enum Parameter { PARAM_INITIAL_LINEAR_VELOCITY, PARAM_ANGULAR_VELOCITY, PARAM_ORBIT_VELOCITY, PARAM_LINEAR_ACCEL, PARAM_RADIAL_ACCEL, PARAM_TANGENTIAL_ACCEL, PARAM_DAMPING, PARAM_ANGLE, PARAM_SCALE, PARAM_HUE_VARIATION, PARAM_ANIM_SPEED, PARAM_ANIM_OFFSET, PARAM_MAX }; // When extending, make sure not to overflow the size of the MaterialKey below. enum ParticleFlags { PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, PARTICLE_FLAG_ROTATE_Y, PARTICLE_FLAG_DISABLE_Z, PARTICLE_FLAG_MAX }; // When extending, make sure not to overflow the size of the MaterialKey below. enum EmissionShape { EMISSION_SHAPE_POINT, EMISSION_SHAPE_SPHERE, EMISSION_SHAPE_SPHERE_SURFACE, EMISSION_SHAPE_BOX, EMISSION_SHAPE_POINTS, EMISSION_SHAPE_DIRECTED_POINTS, EMISSION_SHAPE_RING, EMISSION_SHAPE_MAX }; // When extending, make sure not to overflow the size of the MaterialKey below. enum SubEmitterMode { SUB_EMITTER_DISABLED, SUB_EMITTER_CONSTANT, SUB_EMITTER_AT_END, SUB_EMITTER_AT_COLLISION, SUB_EMITTER_MAX }; private: union MaterialKey { // The bit size of the struct must be kept below or equal to 32 bits. // Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode. struct { uint32_t texture_mask : 16; uint32_t texture_color : 1; uint32_t particle_flags : 4; uint32_t emission_shape : 3; uint32_t invalid_key : 1; uint32_t has_emission_color : 1; uint32_t sub_emitter : 2; uint32_t attractor_enabled : 1; uint32_t collision_enabled : 1; uint32_t collision_scale : 1; }; uint32_t key = 0; bool operator<(const MaterialKey &p_key) const { return key < p_key.key; } }; struct ShaderData { RID shader; int users = 0; }; static Map shader_map; MaterialKey current_key; _FORCE_INLINE_ MaterialKey _compute_key() const { MaterialKey mk; mk.key = 0; for (int i = 0; i < PARAM_MAX; i++) { if (tex_parameters[i].is_valid()) { mk.texture_mask |= (1 << i); } } for (int i = 0; i < PARTICLE_FLAG_MAX; i++) { if (particle_flags[i]) { mk.particle_flags |= (1 << i); } } mk.texture_color = color_ramp.is_valid() ? 1 : 0; mk.emission_shape = emission_shape; mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid(); mk.sub_emitter = sub_emitter_mode; mk.collision_enabled = collision_enabled; mk.attractor_enabled = attractor_interaction_enabled; mk.collision_scale = collision_scale; return mk; } static Mutex material_mutex; static SelfList::List *dirty_materials; struct ShaderNames { StringName direction; StringName spread; StringName flatness; StringName initial_linear_velocity_min; StringName initial_angle_min; StringName angular_velocity_min; StringName orbit_velocity_min; StringName linear_accel_min; StringName radial_accel_min; StringName tangent_accel_min; StringName damping_min; StringName scale_min; StringName hue_variation_min; StringName anim_speed_min; StringName anim_offset_min; StringName initial_linear_velocity_max; StringName initial_angle_max; StringName angular_velocity_max; StringName orbit_velocity_max; StringName linear_accel_max; StringName radial_accel_max; StringName tangent_accel_max; StringName damping_max; StringName scale_max; StringName hue_variation_max; StringName anim_speed_max; StringName anim_offset_max; StringName angle_texture; StringName angular_velocity_texture; StringName orbit_velocity_texture; StringName linear_accel_texture; StringName radial_accel_texture; StringName tangent_accel_texture; StringName damping_texture; StringName scale_texture; StringName hue_variation_texture; StringName anim_speed_texture; StringName anim_offset_texture; StringName color; StringName color_ramp; StringName emission_sphere_radius; StringName emission_box_extents; StringName emission_texture_point_count; StringName emission_texture_points; StringName emission_texture_normal; StringName emission_texture_color; StringName emission_ring_axis; StringName emission_ring_height; StringName emission_ring_radius; StringName emission_ring_inner_radius; StringName gravity; StringName lifetime_randomness; StringName sub_emitter_frequency; StringName sub_emitter_amount_at_end; StringName sub_emitter_keep_velocity; StringName collision_friction; StringName collision_bounce; }; static ShaderNames *shader_names; SelfList element; void _update_shader(); _FORCE_INLINE_ void _queue_shader_change(); _FORCE_INLINE_ bool _is_shader_dirty() const; bool is_initialized = false; Vector3 direction; float spread; float flatness; float params_min[PARAM_MAX]; float params_max[PARAM_MAX]; Ref tex_parameters[PARAM_MAX]; Color color; Ref color_ramp; bool particle_flags[PARTICLE_FLAG_MAX]; EmissionShape emission_shape; float emission_sphere_radius; Vector3 emission_box_extents; Ref emission_point_texture; Ref emission_normal_texture; Ref emission_color_texture; Vector3 emission_ring_axis; real_t emission_ring_height; real_t emission_ring_radius; real_t emission_ring_inner_radius; int emission_point_count = 1; bool anim_loop; Vector3 gravity; double lifetime_randomness; SubEmitterMode sub_emitter_mode; double sub_emitter_frequency; int sub_emitter_amount_at_end; bool sub_emitter_keep_velocity; //do not save emission points here bool attractor_interaction_enabled; bool collision_enabled; bool collision_scale; float collision_friction; float collision_bounce; protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; public: void set_direction(Vector3 p_direction); Vector3 get_direction() const; void set_spread(float p_spread); float get_spread() const; void set_flatness(float p_flatness); float get_flatness() const; void set_param_min(Parameter p_param, float p_value); float get_param_min(Parameter p_param) const; void set_param_max(Parameter p_param, float p_value); float get_param_max(Parameter p_param) const; void set_param_texture(Parameter p_param, const Ref &p_texture); Ref get_param_texture(Parameter p_param) const; void set_color(const Color &p_color); Color get_color() const; void set_color_ramp(const Ref &p_texture); Ref get_color_ramp() const; void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable); bool get_particle_flag(ParticleFlags p_particle_flag) const; void set_emission_shape(EmissionShape p_shape); void set_emission_sphere_radius(real_t p_radius); void set_emission_box_extents(Vector3 p_extents); void set_emission_point_texture(const Ref &p_points); void set_emission_normal_texture(const Ref &p_normals); void set_emission_color_texture(const Ref &p_colors); void set_emission_ring_axis(Vector3 p_axis); void set_emission_ring_height(real_t p_height); void set_emission_ring_radius(real_t p_radius); void set_emission_ring_inner_radius(real_t p_radius); void set_emission_point_count(int p_count); EmissionShape get_emission_shape() const; real_t get_emission_sphere_radius() const; Vector3 get_emission_box_extents() const; Ref get_emission_point_texture() const; Ref get_emission_normal_texture() const; Ref get_emission_color_texture() const; Vector3 get_emission_ring_axis() const; real_t get_emission_ring_height() const; real_t get_emission_ring_radius() const; real_t get_emission_ring_inner_radius() const; int get_emission_point_count() const; void set_gravity(const Vector3 &p_gravity); Vector3 get_gravity() const; void set_lifetime_randomness(double p_lifetime); double get_lifetime_randomness() const; void set_attractor_interaction_enabled(bool p_enable); bool is_attractor_interaction_enabled() const; void set_collision_enabled(bool p_enabled); bool is_collision_enabled() const; void set_collision_use_scale(bool p_scale); bool is_collision_using_scale() const; void set_collision_friction(float p_friction); float get_collision_friction() const; void set_collision_bounce(float p_bounce); float get_collision_bounce() const; static void init_shaders(); static void finish_shaders(); static void flush_changes(); void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode); SubEmitterMode get_sub_emitter_mode() const; void set_sub_emitter_frequency(double p_frequency); double get_sub_emitter_frequency() const; void set_sub_emitter_amount_at_end(int p_amount); int get_sub_emitter_amount_at_end() const; void set_sub_emitter_keep_velocity(bool p_enable); bool get_sub_emitter_keep_velocity() const; virtual RID get_shader_rid() const override; virtual Shader::Mode get_shader_mode() const override; ParticlesMaterial(); ~ParticlesMaterial(); }; VARIANT_ENUM_CAST(ParticlesMaterial::Parameter) VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags) VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape) VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode) #endif // PARTICLES_MATERIAL_H